The Jonster wrote:
Does that only occur in every version??
Yet another classic of "i flubbed a sentence"
I might try that sometime just so I can look shocked/laugh.
Ooh, maybe the programmers made it so she'll continue coming from the ground and rising to the ceiling. I should leave a game running for an hour at...does it matter which stage you meet Betilla?
Re: Rayman 1
Posted: Thu May 10, 2018 11:44 pm
by Steo
I'm after being standing here for about 10 minutes now waiting on her lol. I think it might have actually been the Saturn that it happened on now that I think of it but it did take a good while before she came back up again.
I think it might have been the flying ring grab one if it matters.
Re: Rayman 1
Posted: Thu May 10, 2018 11:48 pm
by The Jonster
Hmmm, I'll test out other versions when I have the chance. As for my recordings I'm only up to the Hard Rocks. I'm pretty sure when I finish these videos I'm going to laugh bc I probably at least 1-2 deaths that I decided to just leave in there.
Re: Rayman 1
Posted: Thu May 10, 2018 11:59 pm
by PluMGMK
Well, I certainly never heard of that glitch before!
Re sliding, I have some thoughts I'd like to organize about that. I'm too tired now though, so tomorrow morning, hopefully!
Re: Rayman 1
Posted: Fri May 11, 2018 12:09 am
by Steo
I'll test all mine and if I find out it happens on PS1 I'll record it if I can but it literally takes ages.
Re: Rayman 1
Posted: Fri May 11, 2018 12:12 am
by The Jonster
Yeah, me too. I want to test all the versions I have and see if this glitch occurs anywhere else (which in my case, including emulators, is all except the jaguar version)
Re: Rayman 1
Posted: Fri May 11, 2018 12:24 am
by Steo
The Jonster wrote:Yeah, me too. I want to test all the versions I have and see if this glitch occurs anywhere else (which in my case, including emulators, is all except the jaguar version)
Well at least if you are using an emulator you can fast forward it instead of standing there for ages.
Re: Rayman 1
Posted: Fri May 11, 2018 12:28 am
by The Jonster
That's true, but we'll see where the results go
Re: Rayman 1
Posted: Fri May 11, 2018 12:34 am
by Steo
Got it. I had to pause the game really fast. It literally took about 20 minutes
Re: Rayman 1
Posted: Fri May 11, 2018 12:38 am
by PluMGMK
I guess it's just the wraparound occurring when her y-position reaches -32768 pixels! Signs are fairly sloppy in the game's code. I know from hacking boss health in Cheat Engine…
Re: Rayman 1
Posted: Fri May 11, 2018 12:39 am
by The Jonster
Omg
This is hilarious! Hm, maybe the programmers decided to leave Betilla flying upwards but didn't realize it was a glitch/an infinite loop or something? Er, maybe not that's just a theory I've concocted from this.
Edit: PluM's theory makes more sense than mine
Why didn't i think of wraparounds?
Re: Rayman 1
Posted: Fri May 11, 2018 12:41 am
by Steo
Yeah it's kind of odd though when they could've just made it destroy the instance of her when y<screen height - Betilla's height.
Guess they just never bothered standing there for like 20 minutes when testing
It's just like the old games where you run through the screen.
Re: Rayman 1
Posted: Fri May 11, 2018 12:45 am
by PluMGMK
It's very much a corner case all right. After all, most things that move in the game are automatically destroyed if they're off-screen for even a short period of time (this can royally screw one over in Art Alley part 3 in Rayman Junior Vol 1, where hopping onto a particular platform with powerups on it happens to move the camera in such a way as to cause the palette to disappear and leave one stranded!). The common factor here is that when this happens, the destroyed object reappears in its original location. Obviously this wouldn't work for Betilla, so they just didn't bother!
Re: Rayman 1
Posted: Fri May 11, 2018 12:53 am
by The Jonster
PluMGMK wrote:It's very much a corner case all right. After all, most things that move in the game are automatically destroyed if they're off-screen for even a short period of time (this can royally screw one over in Art Alley part 3 in Rayman Junior Vol 1, where hopping onto a particular platform with powerups on it happens to move the camera in such a way as to cause the palette to disappear and leave one stranded!). The common factor here is that when this happens, the destroyed object reappears in its original location. Obviously this wouldn't work for Betilla, so they just didn't bother!
Oh, yes the tortures of Art Alley. I remember when I first tried this game out a few years back and I was getting really impatient since most of the palettes were moving AMAZINGLY slow that I would venture off for a few moments to get something and find it gone, just gone. (cost me quite a bit of lives there) It's why out of all the Rayman Junior stages it's my least favorite due to how slow the palettes move. Speaking of which, none of those pages for Rayman Junior are very developed so I might give Rayman Junior another run sometime next week to add to the pages.
Re: Rayman 1
Posted: Fri May 11, 2018 12:59 am
by Steo
Yeah I guess since this game only renders things on screen to save memory etc.
I know from using game maker in the past though that all they would have to do is make the instance destroy once outside the room but then again it was released in 1995 and I'm sure game development back then was a lot harder than it is now considering the power our computers have now.
Re: Rayman 1
Posted: Fri May 11, 2018 3:08 pm
by The Jonster
To finish my earlier talk about Rayman Junior...
Compared with the rest of the levels from Rayman Junior, Art Alley is painfully slow to me, and it's really too bad the the programmers decided not to include the running ability in this game (i think), since I tend to be able to get all of the answers pretty quickly. What I also find curious is that each level of difficulty (1, 2, 3) alters some of the levels a little, and not just the answers.
Yes I'm going slightly off topic, but for a reason.
Which reminds me, that video is on the Saturn right? I wasn't able to tell.
Re: Rayman 1
Posted: Fri May 11, 2018 3:39 pm
by PluMGMK
Steo wrote:Yeah I guess since this game only renders things on screen to save memory etc.
I know from using game maker in the past though that all they would have to do is make the instance destroy once outside the room but then again it was released in 1995 and I'm sure game development back then was a lot harder than it is now considering the power our computers have now.
Actually come to think of it Rayman 1 made quite a lot of use of out-of-map entities. For example, any map with a hunter spawns a bullet at position (-32, -32), which then copies itself every time a hunter actually shoots his gun.
The reason for palettes and clouds and stuff disappearing is less to do with memory and more to do with returning them to their spawn location so the player can activate them again. Allowing the palettes to do that was probably a poor choice (although what about the eejit who jumps on the palette at the start of the map and then for some reason jumps off again?).
The Jonster wrote:To finish my earlier talk about Rayman Junior...
Compared with the rest of the levels from Rayman Junior, Art Alley is painfully slow to me, and it's really too bad the the programmers decided not to include the running ability in this game (i think), since I tend to be able to get all of the answers pretty quickly. What I also find curious is that each level of difficulty (1, 2, 3) alters some of the levels a little, and not just the answers.
The running ability is "in the game", since Mister Dark forces Rayman to use it in the last level, but it's not enabled other than that though, which is indeed frustrating. I think it's good that the levels are altered. Shows they were creative! Also if the structures were too similar then veterans of a lower difficulty level would just be able to guess the answers on the next one.
Another interesting thing is that on the highest difficulty level, hitzones of enemies are expanded to the full extent of the sprites. It means you can kill antitoons without ducking, but it also means that you can be stung by a prickly ball without appearing to even touch it.
Re: Rayman 1
Posted: Fri May 11, 2018 3:46 pm
by Steo
That's on a PS2 I done that by the way, not the Saturn.
It's similar to Mario in the way that the enemies only spawn at the edge of the screen except a lot of the ones in Rayman actually just spawn on screen as it's the way it was designed.
Re: Rayman 1
Posted: Fri May 11, 2018 3:53 pm
by The Jonster
PluMGMK wrote:
The Jonster wrote:To finish my earlier talk about Rayman Junior...
Compared with the rest of the levels from Rayman Junior, Art Alley is painfully slow to me, and it's really too bad the the programmers decided not to include the running ability in this game (i think), since I tend to be able to get all of the answers pretty quickly. What I also find curious is that each level of difficulty (1, 2, 3) alters some of the levels a little, and not just the answers.
The running ability is "in the game", since Mister Dark forces Rayman to use it in the last level, but it's not enabled other than that though, which is indeed frustrating. I think it's good that the levels are altered. Shows they were creative! Also if the structures were too similar then veterans of a lower difficulty level would just be able to guess the answers on the next one.
Another interesting thing is that on the highest difficulty level, hitzones of enemies are expanded to the full extent of the sprites. It means you can kill antitoons without ducking, but it also means that you can be stung by a prickly ball without appearing to even touch it.
Oh yeah, it would be a little too easy to make all the paths to the right answers the same because then you learn nothing from it, especially if there are people like me who always try to do every difficulty level.
Steo wrote:That's on a PS2 I done that by the way, not the Saturn.
It's similar to Mario in the way that the enemies only spawn at the edge of the screen except a lot of the ones in Rayman actually just spawn on screen as it's the way it was designed.
Hmm, so it can definitely e done on PS/Saturn versions. Interesting....
Re: Rayman 1
Posted: Fri May 11, 2018 3:56 pm
by PluMGMK
I'm sure it's the same on every version. If not, then the only alternative would probably be an integer-overflow exception, crashing the game altogether…